Nekros is a Warframe with powers likened to that of necromancers and dark arts practitioners, released in Update 10. His abilities exploit the vulnerabilities of the living and the corpses of the dead.

His name is most likely derived from the Greek word "νεκρό" (nekro = dead).

Nekros is one of the two Warframes that does not have an innate aura polarity, the other being Excalibur.

Nekros was released on Friday the 13th.

Nekros is one of the most expensive warframes to build: not only does his blueprint cost 100,000‍ 100,000, he is one of four frames that require three Orokin Cells instead of just one, the others being Mag Prime, Mirage, and Rhino Prime.

Nekros is the only Warframe with a base shield stat of 90.

Equipping a maxed out Redirection mod on a rank 30 Nekros will boost his shields to 666.

Nekros is the first Warframe whose alternate helmets were purely cosmetic, as opposed to earlier "Arcane" alternate helmets.

Nekros is one of the few Warframes whose unique animations do not hold a bow with both hands (the other warframes being Hydroid, Limbo and Mesa). He holds the bow with its arrow only in his left hand. With his Agile animation, he will grab the arrow and twirl it around.

Nekros' Noble animation set has an almost identical idle animation for all weapons excluding throwing weapons - he simply looks left and right calmly. With throwing weapons, he will twirl and spin one on his right hand. This animation is also used by the Agile set.

Nekros' unarmed idle animation is identical on both sets - he will perform Shadows of the Dead. This also occurs while he is holding a one-handed secondary weapon.

Nekros' legs, hands, and feet are far more slender than other Warframes, a trait shared with Oberon.

Also, both Nekros and Oberon seem to have wider torsos than other Warframes, at least in a limbs to torso ratio.

When holstering dual daggers like the Fang and Ether Daggers, Nekros stores them in a cross arrangement, unlike the normal parallel stack that other Warframes do.

The target's soul is violently ejected from its body, becoming a high-velocity projectile. Enemies that make contact with the projectile are dealt 50Impact damage. When the projectile makes contact with a hard surface, 100Impact damage is inflicted in an area of effect.

Under right circumstances it's possible to exploit physics system to launch ragdolls up with great speed, which will result with dealing additional fall damage to alive enemies. (Usually when enemies are grouped tightly together or there is an object right behind the enemy).

Best effectiveness can be achieved by standing higher than the target.Optimal height difference is when projectile can hit the ground near the target. Using this method will usually send surrounding enemies flying, dealing additional fall damage.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Nekros casts his dark power on every corpse within a radius of 10 / 15 / 20 / 25 meters. Each corpse has a 30% / 40% / 50% / 60% chance to be converted into a Health Orb. If successful, then there is a 75% / 80% / 85% / 90% chance to roll the dead enemy's drop table again to produce additional loot.

Corpses from enemies affected with Miasma will disintegrate within a second.

Enemies that are instantly destroyed like ospreys cannot be desecrated.

Most useful in Survival missions, due to large amount of enemies and the need for constant movement.

Nekros can also desecrate life support from bodies.

Casting desecrate multiple times is suggested for desecrating a group of corpses, since the success rate is not 100%.

Cast desecrate whenever possible to detect and desecrate corpses that cannot be seen but have not fully disappeared.

When you are low on energy for spamming desecrate, look at the sparkles on unsuccessfully desecrated corpses to see how many corpses are left available to be desecrated.

Because of the long casting time this ability greatly benefits from Natural Talent.

Use this ability with Equilibrium if you can - every health orb spawned will also recover energy, allowing this ability to easily recharge your energy bar. This allows you to cast other abilities while easily spamming Desecrate.

Consider forgoing shield power. In order to collect a health orb you must have less than your maximum health, so when using Equilibrium it is beneficial to take a controlled amount of damage in order to get the maximum benefit from health orbs (also consider using Rage to recover energy while taking damage). If your Shields rarely drop to zero you will not take damage and will be unable to collect any health orbs, potentially leaving you in situations where you have no Energy for skills, are surrounded by health orbs, yet are unable to collect them in order to replenish your energy reserves.

You can use self damaging weapons such as Penta or Ogris to allow you to get the health orbs for this mod. This may potentially backfire if your Penta or Ogris kills you.

It is possible to sacrifice your secondary slot to equip a set of unmodded Castanas. Since they have relatively low base damage, the risk of killing yourself with them is largely reduced in comparison to other explosive weapons.

Desecrate is also useful in Excavation missions because it can be used on Power Carriers. This means they can offer an additional power cell.

Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate can synergize very well with it if used properly, especially on Defense missions.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Number of shadow copies, damage bonus, and health bonus are affected by Power Strength.

Shadows of the Dead's damage and health bonuses are additive bonuses that are applied a shadow copy's total damage and total health. For example, +30% power strength will increase the damage and health bonuses to 1.5 × 1.3 = 195% and 1 × 1.3 = 130% respectively at max rank. A copy whose original had 200 total health and dealt 100 damage per attack will have 200 × (1 + 1.3) = 460 health when summoned and will inflict 100 × (1 + 1.95) = 295 damage per attack.

Shadow copies are taken from the last 20 enemies you have gotten killing blows on; teammate, sentinel, and your shadows' kills do not count. Once a specific enemy has been copied it is removed from your "recently-killed" list. The game does not remember any kills past your 20th (e.g., if you kill 30 enemies and cast this ability four times without killing any more enemies you will create 7, 7, 6, and 0 copies).

When using weapons with Syndicate mods, or weapons with built in syndicate effects, the radial blast will count as your kills, which will overwrite any current ones. When singling out heavy or special units, keep this in mind on lower levels as the radial blast could kill several enemies and ruin any specific shadows you wish to resurrect.

Shadow copies will take cover and organize, while occasionally seeking out to follow the player or the host around.

Nekros and his allies are able to walk through shadow copies without being obstructed.

Kills by a player's shadow copies grant that player 50% of the kill experience to their Warframe.

Does not work on Bosses, Desert Skates, or Latchers, with one exception: Zanuka can be revived as a shadow copy if Nekros is the one to kill it. Eximus enemies also cannot be spawned and will only spawn their normal variant.

Dying or experiencing a host migration will destroy any shadows you currently had stored.

Falling into a endless pit (or anywhere that causes the game to teleport you back where you were) will completely kill all of Nekros' shadows regardless of their remaining duration.

Shadow copies are black, and have a mist effect that is colored with Nekros' energy color. A pure black energy color will remove the mist effect and leave simply blackened forms.

Has a very long cast animation, during which shadow copies usually will not attack. Nekros is not immune to knockdown and takes full damage during this time.

Cannot be recast while active.

Shadow copies attract attention from enemies, they are effective at defending objectives or areas of a map.

Actively target and focus your attacks on enemies you want to clone prior to casting the ability.

Roller will often roll around aimlessly and get stuck, do not use these as your shadows.

Shadow Shield Ospreys will shield all of your shadows and your team, granting additional 200 shield when connected (as of Update 10.3). This buff is not increased by multiple Ospreys and you must be less than 10 meters from a Shield Osprey for it to connect. They will prioritize following your shadows or enemies if not in range of shadows. They will provide shield bonuses to Defense objectives or any other allied unit, including Mind Controlled enemies (besides Grineer heavy units).

Can be used as a temporary survival measure in Survival when the oxygen runs out, as disconnecting/connecting to osprey will instantly regenerate your shield and apply the bonus. It will not stop the draining of shield but can be used as a temporary measure to stay alive, such as waiting in extraction where you are very vulnerable to attacks.

Reduces the number of shadow copies to 2, the damage bonus to 60%, and the health bonus to 40%.

Maximized Power Strength increases the number of shadow copies to 19, the damage bonus to 426%, and the health bonus to 284%.

Increases the cost to 155 energy.

Reduces the duration to 21.75 seconds.

Does not properly produce shadow copies when standing on boxes or crates, as the ability will spawn shadows at your current height in the casting range. If there are no surfaces around where you are standing that are close to the height you are at, very little or no shadows will spawn, but it would use energy and waste 'souls'.

Very rarely, nearby hacked Shockwave MOAs from spawning cabinets will be turned into a shadow, even though you never killed the MOA (and you can't since it's an ally).

The same can occur with allied Specters, they will take on shadow effect of the ability even though they aren't a shadow themselves.

Rarely, a shadow or two will not die when the duration ends, and will continue to exist until they die.

For clients, casting the ability while there are still shadows present (on your end the timer is up but for host they are still walking around) can cause strange things to happen:

No shadows will be cast until the shadows on the host's end dies, in which shadows will appear where you cast the ability, however shadows will appear like normal enemies with no effect.

Shadows can also appear with no ability regardless, in this same situation, but be cast normally.

If a Corrupted Ancient is cued for your next shadow, casting the ability on solo missions will allow you to become downed instead of dying instantly, as the game recognizes the the healer is about to be spawned. You will be revived with a small portion of your health once the Ancient pulses it's healing wave. This is a quirk that only occurs if a Corrupted Ancient is cued to be spawned as you use the ability and will not happen in any other case.

Drahk which are summoned from a Drahk Master that was made a shadow will always have an energy color of purple and will stay a shadow forever or until they die.